Macro Make Cube/es: Difference between revisions

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==Descriptivo==
==Descriptivo==


This macro creates a cube by asking for 4 points
Esta macro crea un cubo al pedir 4 puntos


==Script==
==Script==

Revision as of 20:53, 8 August 2018

File:Macro makeCube Make Cube

Descripción
Esta macro crea un cubo preguntando por 4 puntos

Versión macro : 2.0
Fecha última modificación : 2011-08-01
Autor : Yorik
Autor
Yorik
Descargar
None
Enlace
Versión Macro
2.0
Fecha última modificación
2011-08-01
Versión(es) FreeCAD
None
Acceso directo predeterminado
None
Ver también
None

Descriptivo

Esta macro crea un cubo al pedir 4 puntos

Script

Macro_Make_Cube.FCMacro

# first we import the needed Draft modules
import draftTools, WorkingPlane
from draftlibs import fcvec

class myCommand(draftTools.Creator):
	"A class to define our custom command"
	# this command is based on the generic draftTools Creator template
	# it will ask for 4 points, defining our cube

	def __init__(self):
		# general setup, we define everything we'll need at startup
		print "Starting command..."
		# The Activated function of the Creator defines several variables such as self.view
		draftTools.Creator.Activated(self,"Cube")
		# we use the point UI of the draft Toolbar, which has X,Y and Z input fields
		self.ui.pointUi()
		self.points = [] # here we will store our points
		self.linetracker = draftTools.lineTracker()
		# we build a special cube tracker which is a list of 4 rectangle trackers
		self.cubetracker = []
		for i in range(4): 
			self.cubetracker.append(draftTools.rectangleTracker())
		self.constraintracker = draftTools.lineTracker(dotted=True)
		self.call = self.view.addEventCallback("SoEvent",self.action)

	def action(self,arg):
		# 3D scene handler. This function will be called by the 3D view on
		# special events such as keypress or mouse movements. We must take
		# care of treating what we want. All the hard work will be here!
		point,ctrlPoint = draftTools.getPoint(self,arg)
		if arg["Type"] == "SoKeyboardEvent": 
			if arg["Key"] == "ESCAPE":
				# important! if ESC is pressed, we cancel everything
				self.finish()
		elif arg["Type"] == "SoLocation2Event":
			# this will be executed in case of mouse movement
			if len(self.points) == 1:
				# this will be executed after we got our first point
				self.linetracker.p2(point)
				self.length = self.linetracker.getLength()
				self.ui.setRadiusValue(self.length)
			elif len(self.points) == 2:
				# now we already have our base line, we update the 1st rectangle
				self.cubetracker[0].p3(point)
				self.width = self.cubetracker[0].getSize()[1]
				self.ui.setRadiusValue(self.width)
			elif len(self.points) == 3:
				# we must first find our height point by projecting on the normal
				w = fcvec.project(point,self.normal)
				# then we update all rectangles
				self.cubetracker[1].p3((self.cubetracker[0].p2()).add(w))
				self.cubetracker[2].p3((self.cubetracker[0].p4()).add(w))
				self.cubetracker[3].p1((self.cubetracker[0].p1()).add(w))
				self.cubetracker[3].p3((self.cubetracker[0].p3()).add(w))
				self.height = w.Length
				self.ui.setRadiusValue(self.height)

		elif arg["Type"] == "SoMouseButtonEvent":
			if (arg["State"] == "DOWN") and (arg["Button"] == "BUTTON1"):
				# this will be executed in case of mouse button 1 pressed
				print "Got point: ",point
				if len(self.points) == 0:
					# this is our first clicked point	
					self.linetracker.p1(point)
					self.linetracker.on()
					# we set the radius UI, which has only a length input field
					# but we change the "radius" name
					self.ui.radiusUi()
					self.ui.labelRadius.setText("Width")
				elif len(self.points) == 1:
					# this is our second point
					# first we turn off our line tracker
					self.linetracker.off()
					# then we turn on only one of the rectangles
					baseline = point.sub(self.points[0])
					self.cubetracker[0].setPlane(baseline)
					self.cubetracker[0].p1(self.linetracker.p1())
					self.cubetracker[0].on()
					self.ui.labelRadius.setText("Length")
				elif len(self.points) == 2:
					# this is our third point
					# we can get the cubes Z axis from our first rectangle
					self.normal = self.cubetracker[0].getNormal()
					# we can therefore define the (u,v) planes of all rectangles
					u = self.cubetracker[0].u
					v = self.cubetracker[0].v
					self.cubetracker[1].setPlane(u,self.normal)
					self.cubetracker[2].setPlane(u,self.normal)
					self.cubetracker[3].setPlane(u,v)
					# and the origin points of the vertical rectangles
					self.cubetracker[1].p1(self.cubetracker[0].p1())
					self.cubetracker[2].p1(self.cubetracker[0].p3())
					# finally we turn all rectangles on
					for r in self.cubetracker:
						r.on()
					self.ui.labelRadius.setText("Heigth")
				elif len(self.points) == 3:
					# finally we have all our points! Let's create the actual cube.
					cube = self.doc.addObject("Part::Box","Cube")
					cube.Length = self.length
					cube.Width = self.width
					cube.Height = self.height
					# we get 3 points that define our cube orientation
					p1 = self.cubetracker[0].p1()
					p2 = self.cubetracker[0].p2()
					p3 = self.cubetracker[0].p4()
					cube.Placement = WorkingPlane.getPlacementFromPoints([p1,p2,p3])
					self.finish()
				self.points.append(point)

	def finish(self):
		# this will be executed when finishing the command
		# first thing, we remove our callback function
		self.view.removeEventCallback("SoEvent",self.call)
		# then we turn off the draft toolbar
		self.ui.offUi()
		# important! we must remove all coin stuff
		self.linetracker.finalize()
		for r in self.cubetracker:
			r.finalize()
		# then we call the generic finish function of our creator object
		draftTools.Creator.finish(self)
		print "Finished!"

#  finally, we execute our code!
myCommand()